=begin #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:#============================================================================== CONTROL MANIPULATION#==============================================================================blizzabs(true/false/nil) - turns the Blizz-ABS controls on, off, or gives control back to Blizz-ABS system. attack_button(true/false) - enables or disables the attack button. defend_button(true/false) - enables or disables the defend button. skill_button(true/false) - enables or disables the skill button. item_button(true/false) - enables or disables the item button. select_button(true/false) - enables or disables the select button. hud_button(true/false) - enables or disables the hud button. hotkey_button(true/false) - enables or disables the hotkey button. minimap_button(true/false) - enables or disables the minimap button. turn_button(true/false) - enables or disables the turn button. running_button(true/false) - enables or disables the running button. sneaking_button(true/false) - enables or disables the sneaking button. jumping_button(true/false) - enables or disables the jumping button. hud_display(true/false) - turns the HUD on and off. hotkeys_display(true/false) - turns the hotkey display on and off. minimap_display(0/1/2) - turns the minimap off, in corner, and fullscreen. #============================================================================== BATTLEFLOW CONTROL#==============================================================================enemy_hp(event_id, operation, type, operand, allow_kill)enemy_sp(event_id, operation, type, operand)enemy_state(event_id, change, state_id)enemy_recover(event_id)enemy_transform(event_id, enemy_id)enemy_damage(event_id, type, operand) actor_damage(party_position, type, operand) enemy_affect_group(event_id, group_id) enemy_change_group(event_id, group_id)#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: event_id : either an event ID on the map (a number) or type TROOP to target all enemies on the map or @SELF which indicates at the calling event operation : either INCREASE or DECREASE type : either CONSTANT or VARIABLE operand : if type is set to CONSTANT, this value represents the constant number to operate with, if type is set to VARIABLE this number represents the variable ID allow_kill : either KILL or NO_KILL (can be left out) change : either ADD or REMOVE state_id : the ID of the status effect to operate with group_id : the ID number of the alignment group to operate with enemy_id : the ID number of the enemy to operate with party_position : either the position of the actor in the party (starts from 0!) or PARTY to target all actors in the party #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#============================================================================== FORCED ACTION#==============================================================================enemy_force(event_id, target_type, target, action_type, data) actor_force(party_position, target_type, target, action_type, data) #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: target_type : either ACTORS, ENEMIES or NONE (NONE will let the battler decide by himself) target : if you are targeting ENEMIES, this argument acts like event_id, if you are targeting ACTORS, it acts like party_position action_type : either ATTACK, DEFEND, ESCAPE (only for enemies), SKILL or ITEM (only for actors) data : depending on which action_type you use it has a different meaning; if you use ATTACK, you can leave it out; if you use DEFEND, it defines the time in frames how long the battler will defend; if you use ESCAPE, it defines how long the enemy will keep running away in frames; if you use SKILL, it is the skill ID; if you use ITEM, it is the item ID (40 frames are 1 second) #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#============================================================================== MISC#==============================================================================rename_event(event_id, 'NEW_NAME') # Rename Eventpath_target_x(value) # Pathfinderpath_target_y(value)